this.SendFlags |= ISF_LOCATION;
this.oldorigin = this.origin;
}
- this.owner = world;
+ this.owner = NULL;
float timeleft = this.savenextthink - time;
if(timeleft > 1)
SUB_SetFade(this, this.savenextthink - 1, 1);
}
// toss current weapon
-void W_ThrowWeapon(entity this, vector velo, vector delta, float doreduce)
+void W_ThrowWeapon(entity this, .entity weaponentity, vector velo, vector delta, float doreduce)
{
Weapon w = PS(this).m_weapon;
if (w == WEP_Null)
return;
if(!autocvar_g_weapon_throwable)
return;
- .entity weaponentity = weaponentities[0]; // TODO: unhardcode
if(this.(weaponentity).state != WS_READY)
return;
if(!W_IsWeaponThrowable(this, w.m_id))